What do you think about adding m17(m5 with mg) to T3 with special vet and higher cost of fuel? Sometimes it's needed only against aircrafts and you have to spend anpther 90 ammunition while the other factions have anti-aircraft defense without any upgrades and it has different variations |
I have suggested something like this before https://www.coh2.org/topic/59641/graphical-design-suggestion-about-penals
For this change can be used capeless model of guards. It looks more like regular uniform, than penals 3d-model
+1
good idea |
I think that ability to take abandoned guns like mg42 is a bit unfair. For example, there is a note on a gun that it needs at least 2 operators, but when a squad of 3 men takes it, all 3 become gun crew. I suggest that if such gun is taken by a squad of 3 men, one of them should remain as a squad member and the others become gun crew so that player won't lose the squad |
I think all units shold be given a switchable button "don't use AT weapon (PTRS, Panzershrek, etc) on infantry", because sometimes squad shoots infanry with rocket dealing no damage, and in the next moment vehiches appear. That ruins the game. It's not so scary for ptrs, but for bazooka it's much more serious problem |
I think all MGs squads should be given with an option to forbid them from moving. They need it, because it happens quite often that when enemy charges at your MG and splits his infantry squads, and you try to order your men to fire at different squds taking turns and miss, clicking on the ground, the MG starts to re-deploy to a new position, and this process can't be stopped, resulting in a sometimes fatal pause. And please do something about the Soviet tanks' veterancy levels, especially with the Ram ability of the T-34. It's absolutely useless atm. |
Do you have any plans on remaking doctrines? Will you at least re-design the undoctrine setup? Both the Soviets and the USF have the same problem: they lack armor in the late game. Brits got Comets and Chirchiles, Wehrmacht has has Panther and the Brumbar, OKW has the KT, the Panther and even the Pz 4 is good enough in the late game. You say "use SU-85 and Jacksons", but they cannot be used to support infantry. Moreover, Birts, Wermacht and OKW have AT-only tank destroyers (Firefly, Stug and Jagdpanzer respectively), so it's not about factional uniqueness. Either fix it or add some doctinal tanks for the Soviets.
P.S. The Soviets and the Wermacht could make use of some map control type units\buildings, like the USF major and capitan, the forward outpost etc. |
Have we though? Our main focus is to make them more geared to support/utility/harrasment rather than their main fucntion being a one trick pony that pops out of buildings that either decides games or falls off greatly because their squishness gets them killed later on.
So why didn't you change its vet? At this moment it IS a one trick pony. It has no chances to survive because of its squishness. Its target size is 1 and by ranks it is reduced to 0,83. It hasn't got as high damage as falsch and variability as stormtroopers(their target size is 0,75 and it's reducing). Partisans are more or less playable due to their ranks, they have their efficiency increased, their target size is reducing to 0,84 and furher reducing to 0,61. That's worth being noticed. You can't just nerf the damage, give sstrange ability on the 3rd rank and call it "tactical role" |
So if you have decided to kill partisans as a useful unit, why won't you fix it's veterancy, so that they at least throw Molotovs faster at the second vet? |
We're aware that T34/85 E8 might be in a bad light atm. However, we first want to figure out the right spot for the OST Panther before we start considering what advanced mediums should bring to the table.
When the Panther hulls down, you will probably have to use AT guns or artillery or infantry pushes to make it move.
Concerning the Hull Down ability, it has several problems. Firstly, it's absolutely free and can be used by all infantry squads. Secondly, it's bonuses stack with bonuses of other abilities\units, e.g. the command versions of German tanks. Having those bonuses applied, the hull downed vehicle recieves 96 dmg instead of 160, which totals in 9 shots for the Panther (on the condition, that they penetrated it's armor ofc.) and 10 for the Vetted one. Thirdly, it doesn't take much time to Unhull down. For example, the KV-2 tank leaves it's stationary mode in 3 (1.5) seconds, while the Hull down can be turned off momentarily and on the top of that you can even turn the Blitkrieg on at the same time. The fourth problem is it's bonuses. It buffs not only the rate of fire, but also the range, and considering your plans to increase the Panther's damage and accuracy, a Hull downed Panther might become overpowered. Something has to be done about that. And a few words about the Stuka bomb strike and the IL-2 bombing run. Make a new rule: an artillery piece can be repaired if a solid wreck remains after the bombardment. Such a rule is needed, because artillery is still too vulnerable to dcotrines containing both air recon and air strike. Moreover, while ILs can be shot down, the Stuka strike can't be avoided at all. You should also re-design the Katusha, it's ability is useless, it's barrage is too long. Other rocket artillery pieces are effective enough even solo, while Katushas have to be used in pairs, because 4 rockets can't cover the whole area of attack and 4 barrages 4 rockets each are effective exclusevily against stationary buildings. |
I think that t34-85 and ez8 should be changed in order to become stronger tanks so that they could fight against something like Panther. Now they're somewhere in between p4 and p4j and that's not good for a doctrine tank. And also the ability "hul down" needs attention 'cause it's free increase of survivability and power of vehicle. For example if you take the doctrine festrung armor or fortried armor the tank will become very hard to kill
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